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Messages - Rya.Reisender

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76
Tried Ivan but requires too many keys for my taste. I mean I even need a special key just for talking to people, neither clicking nor walking against them works. There is no menu system at all. Not really what I'm looking for either.

There were quite many games mentioned here, but do I really have to check them all out just to see they don't fit into the criterias I mentioned? :-/

I also ordered Baroque even though it doesn't seem like something I was looking for either (I prefer step-based), but it did only cost 10€ so I'll give it a chance.

I looked at Meritious but it's only for Wii and I think I'd need internet connection on my Wii to get it.

Crawl Stone Soup is still my favorite so far, but it has often monsters that I can't seem to kill that it's really frustrating. I hardly ever get to Floor 2. What are you supposed to do in the game if an overpowered monster appears? Running away doesn't seem to work usually. Also sometimes monsters just instant kill me. It's almost what I look for, though. Remove the body chopping and other unnecessary actions (all except moving, pickup and using) and remove the overpowered monsters (at least on lower floors) and then it would be exactly what I'm looking for.

Alright on to the next games from the list...

77
Tried out Crawl Stone Soup Tiles. It's quite okay, but I didn't like the controls too much, yeah I know you can play it completely with mouse, but having to pick up all the items and using a different action for bodies to get food (which required the usage of a keyboard after all) got annoying pretty fast. I started to skip all the items and just went forward and then I died on some overpowered girl monster, oh well. Crawl really puts too many things into one game for my taste, but I can see someone thinking it's the best roguelike if he's more into hardcore roguelikes.
But it's not directly what I was looking for.

I'm more the person that likes to 'bash through' the levels and instinctively do the correct decisions and not think after every step, and using 50% of the playing time for browsing item menus.
If you played any of the games I mentioned which I love I think you'll understand what I mean (or you can just watch youtube videos of them).
I'm not really looking for big lists of good roguelikes, but rather for one or two games that really fit into this pattern. I'm not even sure if there are any that I missed.

Oh but Spelunky is fun indeed.

Also it's not like I directly dislike ascii graphics, but if I want to see what items are lieing around and what monsters are there. I don't want to spend hours just to memorize that ( is a weak monster while ) is a stronger one. And it's generally harder to play "instinctive" without more detailed graphics. Plus all the ones with ascii graphics I know require lots more than just 2 buttons and are the opposite of "intuitive" and "context-sensitive controls".

Edit: Tried Crawl again... this Jessica kills me every single time... lame.

78
Other Announcements / Re: Difficulty
« on: August 07, 2009, 05:07:02 PM »
With mastering I meant being able to perfectly play the game, not only understanding all of its mechanics.

There's really no point in playing a game that might be impossible to win to begin with because of bad luck. Whether bad luck creates too strong monsters or bad luck doesn't connect a floor at all doesn't really matter, it's impossible either way.

79
Other Announcements / Re: Difficulty
« on: August 07, 2009, 01:11:53 PM »
If you've mastered the game and can't beat it to 100% it just means the whole game's point is to have luck. There's not even a point in bothering with a game like that. Might as well just throw a dice and say I win if it's a 6, similar enjoyment.

80
Thanks for the suggestions.

Hm... too bad most don't work for me, as I either know them, or they are for handhelds (screen too small for my taste) or they aren't released in Europe. :-/

Azure Dreams -> It was nice but I hated the monster catching aspect in it and it seemed to require a hella lot grinding.
Baroque -> Interested me at first, but I saw it's actually fully 3D and doesn't even look step based? Also I read it's hella hard, though I guess any non-roguelike-fan would call any roguelike hard.
Chocobo's Dungeon -> I like that one a lot, but it lacks in the design category a lot (I mean really all the floors look basically the same) and Shiren is much better with almost similar gameplay anyway.

I still need to checkout the maybe pile, though. Some of them look rather too unusual.

IVAN looks like what I'm looking for even though from the screenshots don't tell me how easy it is to play.

On some other forum Dungeon Crawl Stone Soup Tile Edition was suggested to me, though I think that's probably too hard to get into (I read it's the hardest roguelike of all!?).

81
Traditional Roguelikes (Turn-based) / Looking for a roguelike like this
« on: August 07, 2009, 07:29:06 AM »
I have a very specific taste when it comes to roguelikes, I only really like very few of them, but some I really love a lot and I wondered if I can find more games that fulfill the follow criteria:
- they are easy to get into, that means you don't need to learn a hundred keys, preferably they only require moving and two buttons (confirm/attack and cancel/menu), but up to 6 keys is still fine; they can be hard to master, but I'd prefer if they aren't "too hard"
- they have 2D sprite graphics, even if the quality isn't really high, I neither can get used to ascii graphics (which usually also means they don't feature a well-designed menu) nor do I like 3D graphics too much
- length doesn't really matter, preferably they are longer and include a save feature, but shorter than one hour without a save feature is fine too
- either free to download or at least still available in some shop (I don't mind paying money but I hate ordering online directly from the creator, buying on amazon/similar is fine)

Some roguelikes I really loved so far are:
- Fatal Labyrinth
- Dragon Crystal
- Lufia 2 Ancient Cave (it's a minigame inside Lufia 2, but it's pretty awesome)
- Shiren the Wanderer
- Rogue Planets (yeah I got addicted to my own game, poor me)

82
Traditional Roguelikes (Turn-based) / Re: Good coffeebreak rls?
« on: August 06, 2009, 01:49:33 PM »
You might want to check out my roguelike: http://www.roguetemple.com/forums/index.php?topic=439.0
It's more coffeebreak than roguelike, but it can be pretty addictive. :-)
And you can play it with one hand, while drinking coffee with the other.

83
Hello I'm new here. I only really registered to tell you about the game I made, look here:
http://www.roguetemple.com/forums/index.php?topic=439.0

But I'll stick around in case someone wants to discuss about it or game design in general (honestly I'm hoping for a discussion thread about the game, for now I'll just wait and see).

84
Other Announcements / Re: Difficulty
« on: August 06, 2009, 06:56:00 AM »
What I'd consider "perfect difficulty" is if someone who is new to the game has a 0% chance to beat it and someone who has mastered the game has a 100% chance to beat it.

85
Traditional Roguelikes (Turn Based) / Rogue Planets v1.3
« on: August 06, 2009, 06:51:06 AM »

Here's a game I made lately and I thought it might be liked here, that's why I registered to tell you about it and maybe I'm lucky and get some discussion going on about it. An arcade roguelike puzzle hybrid you could call it. It puts an emphasis on easy controls "You only need one button" and a simple idea "roguelike with the least possible features" but also on an arcade-like feeling with a complex point system and high score tables.

You can download the final version of the game here: https://drive.google.com/open?id=0B1VapDGffCdPbEJxckI4LUYtdm8 (version 1.3)

Everything is explained in the readme file. But I'll explain it with some screenshots.

First of you can select a planet. Each planet will have different characteristics. While one has many unwalkable places, another one has very little food and another one is crowded with monsters. At first you can only select two planets, but you can unlock many more.


After having selected a planet you can start the game and will find yourself on a random location on the planet (you are free to randomize your location again at the start point but all points and food will be reset).

Now your objective is to reach the bottom floor and find the treasure there (or just walk around and aim for the high score). You can pickup food, fight monsters and go stairs down and up. Yes you are also able to go stairs up again, in fact some planets require you to go up a lot if you want to get to the treasure eventually. When you find the treasure on a planet the first time you'll get a key item and points. If you beat the planet continuously you'll just get points from the treasure (but those points are important when aiming for a good high score).
Monsters are all immobile and you can just walk over them, but each time you step on their tile they'll damage you. If you are on their tile you are free to kill them for a little energy and then they're gone and you can walk on their tile without taking damage again (deciding whether to kill a monster or not is very important on harder planets).


The main challenge in the game is to find the correct path on the huge maze-like planets, without running out of food or dieing from a monster (running out of food won't kill you but it will make your energy reduce every step). You have the possibility to check up on a map which shows you the area around you, but only will show you the places you've already explored. On some planets you can distinguish explored tiles from walls while on others you can't.


If you die or leave the planet (you can do so after picking up the treasure), your score will be added to the high score list. The high score list itself can be accessed from the planet selection screen and you can even sort it by planet names or parts of planet names (if you enter "r" it will display all planets that have an "r" in their name).
You get points through 4 different ways:
- Exploring tiles
- Killing monsters (with combo chain bonus)
- Using stairs down the first time on a specific floor aka clearing the floor
- Finding the treasure
The speed of your actions will also affect the amount of points you get, so if you play really fast and never lose the orientation (thus don't need to open the map which costs time) you'll get a lot points.

Here are my high scores of the first two planets, try to beat them!



A friend of me who loves roguelikes said it's addicting and I got quite a bit addicted to it as well. Wish I could fight with someone over the best high score.

Oh and the game itself has intentionally no music, as most people I know never listen to game music to begin with. Most prefer to listen to a CD or some MP3s on Winamp while playing, I do so too. So just put on the songs you like to listen to while playing it.


Version 1.1 adds two more features that I got inspired to add thanks to the feedback here.
One is that you are able to mark one tile. So if you have a bad memory you can for example mark the stairs from which you came or a narrow path that leads to a dead end. The marked tile will be displayed yellow. If you mark a new tile the old mark will get removed.
The other feature is that the combo counter is now displayed on the right sight below the speed (the combo counter affects how much points killing a monster gives you).
Also the version number will now be displayed in the planet selection window.


Version 1.2 adds some more features that got suggested.
Here's the list of the changes:
- You can now additionally move with the WASD keys similar to the arrow keys. This got added so it's possible to play the game with one hand.
- You can now mark a tile by right clicking on it; same rules apply as when you press Ctrl; this also allows you to mark tiles that you can't reach by walking. This got added so you can use your keyboard for moving only and do all actions with the mouse (pressing the button, opening the map and placing the marker is now all possible with the mouse).
- Greatly reduced the chance of an unreachable treasure to occur; it never happens on most planets now. If the algorithm doesn't manage to make a beatable stage after a certain amount of time it will tell the player that the treasure is unreachable; you are then free to change your position.
- "Dead" will now be called "Leave Planet" as you keep your items when you do it. If your energy runs out it basically means that you can't go on and have to return to the ship and not that you actually die (but I'll call it dying here anyways).
- The square indicating your current position will now be orange as long as you can step on a monster and survive. If you still have food you can even step on a monster and kill it. This makes it easier to see when you can actually hunt monsters without dieing. Be aware that if you have no food left you might not be able to kill a monster even when you're still orange because you might die from the hunger.
- Added a fixed world multiplayer feature that allows playing on the same world as a friend. One computer is required per player. You can also play alone on a fixed world, however your score and progress will not be saved in this case.


Version 1.3 adds a few more mainly cosmetical improvements.
On the planet selection screen the planets will be connected with each other, so you can see which coordinates / items lead you where.
The values on the game screen are now shown in categories. This makes it easier to find the value you're looking for easier.
Also it's now possible to close the map with a double click just like you open it.

As the changes from version 1.0 to version 1.3 don't directly change the gameplay or point system all versions are compatible with each other. You can use the same *.dat files for all. If you just want to update your game just overwrite the RoguePlanets.exe file and readme.txt and keep your *.dat files.

Enjoy!

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